Biccus wrote: » I absolutely love the idea myself before I think too much on it. It gives something extra to the brigand experience. There are obviously issue regarding if multiple groups each want to use one on the same caravan. But that’s what’s testing is for. If caravans are tested and seem to easy. Things like this could be interesting additions.
tautau wrote: » They should have scouts checking several potential routes before setting out.
tautau wrote: » I think that any caravan master worth their salt is going to have scouts checking the planned route back and forth ahead of time, as well as having alts to log in at choke points to check them as well. They should have scouts checking several potential routes before setting out.
daveywavey wrote: » I wonder if you could use your own caravan to block another caravan, and use your guards to attack the other... Do we know what happens when two separate caravans converge? Is it like Crossing The Streams in Ghostbusters?
GetDatGreg wrote: » I think something like this could work as a guild perk for bandit-oriented guilds. I would set it up as a long cooldown ability - perhaps once per week, lasting for a 24 hour duration - that reduces caravan travel speed in the node it is used in. Have roadways "degrade" through the appearance of cosmetic potholes, branches, and other debris that would naturally hinder a cart. On the opposite side of things, having a guild perk that improves road conditions and speeds up caravan travel for a similar duration would provide a good play/counterplay balance, effectively overwriting each other. I think there are a few interesting ways to indirectly influence the nature of nodes in a system like this.
Sapiverenus wrote: » You just break the obstacle. What's the issue. Everyone has spells and superstrength. If players want to block the road then fight them; no need for cooldowns. Some NPCs to help you would be alright though; Mayor or some officer can do a little army control.